Weldon Haubrick: Difference between revisions
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<td width=40 align=center bgcolor="#DDDDDD"><font class="entryheader">TOTAL</font></td> | <td width=40 align=center bgcolor="#DDDDDD"><font class="entryheader">TOTAL</font></td> | ||
<td width=40 align=center bgcolor="#DDDDDD"><font class="entryheader"> | <td width=40 align=center bgcolor="#DDDDDD"><font class="entryheader">wounds</font></td> | ||
<td width=40 align=center bgcolor="#DDDDDD"><font class="entryheader">subdual</font></td> | <td width=40 align=center bgcolor="#DDDDDD"><font class="entryheader">subdual</font></td> | ||
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<tr> | <tr> | ||
<td align=center><font class="small">24</font></td> | <td align=center><font class="small">24</font></td> | ||
<td align=center><font class="small"> | <td align=center><font class="small">10</font></td> | ||
<td align=center><font class="small">0</font></td> | <td align=center><font class="small">0</font></td> | ||
</tr> | </tr> |
Revision as of 17:03, 3 November 2006
Weldon 'The Bard' Haubrick
Details
Class: | Race: | Alignment: | Deity: |
Rogue 3/Fighter 1 | Human | Lawful Neutral | None |
Level: | Size: | Age: | Gender: |
4 | Medium | 25 | Male |
Height: | Weight: | Eyes: | Hair: |
6' 3" | 16 stones | Hazel | Wavy Brown |
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Weapons
Weapon | Bonus | Damage | Critical | Range | Weight | Size | Type | Special |
Unarmed | +6 | 1d3+3 | 20/x2 | |||||
+1 Spiked Chain | +8 | 2d4+5 | 20/x2 | 10 lbs | M | P | ||
Flail | +6 | 1d8+3 | 20/x2 | 5 lbs | M | B | ||
Mithral Short Sword | +7 | 1d6+3 | 19-20/x2 | 1 lb | M | P | 30 hp/inch and 15 hardness | |
Masterwork Hand Crossbow | +5 | 1d4 | 19-20/x2 | 30 ft | 2 lbs | P |
Armor
Armor | Type | Bonus | Penalty | Max Dex | % Failure | Speed | Weight | Special |
Studded Leather +1 | Light | +4 | -1 | +5 | 15 | 30 ft | 20 lbs |
Feats & Special Abilities
Feat / Ability | Description/Notes |
Evasion (Ex) | At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. |
Sneak Attack +2d6 | If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. |
Trap Sense (Ex) +1 | At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. |
Trapfinding | Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. |
Proficencies | Proficient with all simple and martial weapons. Proficient with light, medium and heavy armour. Proficient with shields (including tower shields) |
Exotic Weapon Proficiency (Spiked Chain) | You understand how to use that type of exotic weapon in combat. |
Persuasive | You get a +2 bonus on all Bluff checks and Intimidate checks. |
Iron Will | You get a +2 bonus on all Will saving throws. |
Weapon Focus (Spiked Chain) | You gain a +1 bonus on all attack rolls you make using the selected weapon. |
Skills
Skill Name | Ability | Skill Mod | = | Ability Mod | + | Ranks | + | Other |
Appraise | INT | +2 | +2 | 0 | ||||
Balance | DEX | +3 | +1 | 0 | ||||
Bluff | CHA | +7 | 0 | 5 | 2 | |||
Climb | STR | +3 | +3 | 0 | ||||
Concentration | CON | 0 | 0 | 0 | ||||
Diplomacy | CHA | +4 | 0 | 0 | 4 | |||
Disguise | CHA | 0 | 0 | 0 | ||||
Escape Artist | DEX | +6 | +1 | 5 | ||||
Forgery | INT | +2 | +2 | 0 | ||||
Gather Information | CHA | +7 | 0 | 5 | 2 | |||
Heal | WIS | 0 | 0 | 0 | ||||
Hide | DEX | +6 | +1 | 5 | ||||
Intimidate | CHA | +9 | 0 | 5 | 4 | |||
Jump | STR | +5 | +3 | 0 | 2 | |||
Knowledge (local) | INT | +8 | +2 | 6 | ||||
Listen | WIS | +5 | 0 | 5 | ||||
Move Silently | DEX | +6 | +1 | 5 | ||||
Perform (string instruments) | CHA | +5 | 0 | 5 | ||||
Perform (sing) | CHA | +5 | 0 | 5 | ||||
Ride | DEX | +1 | +1 | 0 | ||||
Search | INT | +7 | +2 | 5 | ||||
Sense Motive | WIS | +5 | 0 | 5 | ||||
Spot | WIS | +5 | 0 | 5 | ||||
Survival | WIS | 0 | 0 | 0 | ||||
Swim | STR | +3 | +3 | 0 | ||||
Tumble | DEX | +6 | +1 | 5 | ||||
Use Rope | DEX | +1 | +1 | 0 |
Gear
Gear | Location | Weight | Description/Special |
Backpack | Back | 2 lbs | |
Potion (Hide from Undead) | Backpack | 0 lb | |
Potion (Cure Light Wounds) | Backpack | 0 lb | |
Crossbow Bolts (100) | Backpack | 10 lbs | |
Tanglefoot Bag (2) | Backpack | 8 lbs | |
Thunderstone (5) | Backpack | 5 lbs | |
Belt Pouch | Hip | .5 lb |
Treasure/Money
Item | Location | Value | Weight | Description/Special |
Copper Coin | Belt Pouch | .02 gold | .4 lb | |
Gold Coin | Belt Pouch | 52 gold | 10.4 lbs | |
Silver Coin | Belt Pouch | .68 gold | 3.4 lbs |
Experience
Current | Next Level |
6000 | 10000 |
Description
Standing a few inches over six feet, Weldon Haubrick could give any man a run for his money in simple ferocity alone. He allows his wavy brown hair to grow just past his shoulders, and usually keeps it pulled tightly back behind his head. Weldon dresses in slightly loose-fitting pants and shirt, preferring muted earth tones over gaudy color saturated fabrics. Weldon can be found during the evenings at many of the taverns, bars, and inns that dot the cityscape of Port Blackheart, performing with his trusted and well-tuned mandolin and accompanying with his voice to entertain travelers, guests, and regulars of all sorts. Weldon has lived in this city for nearly a dozen years and attributes his long life to common sense, uncommon luck and a powerful bridge followed by a melodious chorus. |
Personality
Weldon Haubrick's personality is cautious at first, but he masks it with a healthy dose of extroversion towards citizens and strangers alike. Anyone interested in hearing a ballad, some prose, a little spoken word, or perhaps a even a concerto from time to time is welcome within earshot of the broad shouldered Haubrick. Like every inhabitant of Port Blackheart, Weldon follows his own believes, his own laws, and answers to no man or woman. He is quick to pass judgement on those that he feels overstep their authority; and suffice to say in a city this size, there's always someone who believes himself to be the new sheriff in town. He is no stranger to taking action, but chooses to do so from the shadows as they are always present within the dreary walls of this foreboding ancient city. |
Background
Every city is like a pressure cooker, if you don't allow for some type of release the whole thing can explode. The same goes for Port Blackheart, except that instead of steam, its sin. Weldon has chosen to take it upon himself to make sure that not too much steam is released, he does this with a perverse sense of justice, one wrote from a life of mistreatment, near fatal beatings, and watching those around him destroyed by vices that this city seems to be built on. Fifteen years have passed since he stepped foot into the city, fifteen years of watching the poor and innocent turned into husks by those that fancy themselves powerful within the walls of this city. Time has come to reduce those that are looking for a quick dollar, a fresh face, and a new victim. Weldon uses his skills as a performer to work his way unnoticed into the darker parts of the city, listening to the power plan and plot, watching them stab each other in the back one moment and join forces against another the next. Weldon has lost a great deal since he brought his fist down on the first thug, and he is sure to loose a lot more before he brings down his last. |